Merge branch 'master' into Projectile_Rework

This commit is contained in:
Lin
2022-04-09 04:19:56 +00:00
committed by GitHub
410 changed files with 7476 additions and 7443 deletions
+4 -4
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@@ -137,7 +137,7 @@ Class Procs:
/obj/machinery/Initialize()
if(!armor)
armor = list("melee" = 25, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70)
armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 70)
. = ..()
GLOB.machines += src
@@ -371,7 +371,7 @@ Class Procs:
user.DelayNextAction(CLICK_CD_MELEE)
user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
user.visible_message("<span class='danger'>[user.name] smashes against \the [src.name] with its paws.</span>", null, null, COMBAT_MESSAGE_RANGE)
take_damage(4, BRUTE, "melee", 1)
take_damage(4, BRUTE, MELEE, 1)
/obj/machinery/attack_robot(mob/user)
if(!(interaction_flags_machine & INTERACT_MACHINE_ALLOW_SILICON) && !IsAdminGhost(user))
@@ -597,7 +597,7 @@ Class Procs:
if(prob(85) && (zap_flags & ZAP_MACHINE_EXPLOSIVE))
explosion(src, 1, 2, 4, flame_range = 2, adminlog = FALSE, smoke = FALSE)
else if(zap_flags & ZAP_OBJ_DAMAGE)
take_damage(power/2000, BURN, "energy")
take_damage(power/2000, BURN, ENERGY)
if(prob(40))
emp_act(50)
@@ -621,7 +621,7 @@ Class Procs:
AM.pixel_y = -8 + (round( . / 3)*8)
/obj/machinery/rust_heretic_act()
take_damage(500, BRUTE, "melee", 1)
take_damage(500, BRUTE, MELEE, 1)
/**
* Alerts the AI that a hack is in progress.
+1 -1
View File
@@ -6,7 +6,7 @@
layer = PROJECTILE_HIT_THRESHHOLD_LAYER
plane = FLOOR_PLANE
max_integrity = 200
armor = list("melee" = 50, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
armor = list(MELEE = 50, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
var/uses = 20
var/cooldown = 0
+1 -1
View File
@@ -10,7 +10,7 @@
var/device_type = null
var/id = null
var/initialized_button = 0
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 70)
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 100, RAD = 100, FIRE = 90, ACID = 70)
use_power = IDLE_POWER_USE
idle_power_usage = 2
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
+2 -2
View File
@@ -15,7 +15,7 @@
resistance_flags = FIRE_PROOF
armor = list("melee" = 50, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 50)
armor = list(MELEE = 50, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 0, BIO = 0, RAD = 0, FIRE = 90, ACID = 50)
max_integrity = 100
integrity_failure = 0.5
var/list/network = list("ss13")
@@ -273,7 +273,7 @@
return ..()
/obj/machinery/camera/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
if(damage_flag == "melee" && damage_amount < 12 && !(stat & BROKEN))
if(damage_flag == MELEE && damage_amount < 12 && !(stat & BROKEN))
return 0
. = ..()
+3 -3
View File
@@ -8,7 +8,7 @@
active_power_usage = 300
max_integrity = 200
integrity_failure = 0.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 20)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 40, ACID = 20)
var/brightness_on = 1
var/icon_keyboard = "generic_key"
var/icon_screen = "generic"
@@ -101,10 +101,10 @@
switch(severity)
if(1)
if(prob(50))
obj_break("energy")
obj_break(ENERGY)
if(2)
if(prob(10))
obj_break("energy")
obj_break(ENERGY)
/obj/machinery/computer/deconstruct(disassembled = TRUE, mob/user)
on_deconstruction()
@@ -6,7 +6,7 @@
name = "gas sensor"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "gsensor1"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 0)
var/on = TRUE
+1 -1
View File
@@ -114,7 +114,7 @@
anchored = FALSE
max_integrity = 180
proj_pass_rate = 20
armor = list("melee" = 10, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 10, "acid" = 0)
armor = list(MELEE = 10, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 100, RAD = 100, FIRE = 10, ACID = 0)
var/deploy_time = 40
var/deploy_message = TRUE
+1 -1
View File
@@ -576,7 +576,7 @@
desc = "An airlock hastily corrupted by blood magic, it is unusually brittle in this state."
normal_integrity = 150
damage_deflection = 5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
//Pinion airlocks: Clockwork doors that only let servants of Ratvar through.
/obj/machinery/door/airlock/clockwork
+2 -15
View File
@@ -10,7 +10,7 @@
power_channel = ENVIRON
max_integrity = 350
damage_deflection = 10
armor = list("melee" = 30, "bullet" = 30, "laser" = 20, "energy" = 20, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 70)
armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 100, FIRE = 80, ACID = 70)
CanAtmosPass = ATMOS_PASS_DENSITY
flags_1 = PREVENT_CLICK_UNDER_1|DEFAULT_RICOCHET_1
ricochet_chance_mod = 0.8
@@ -107,19 +107,6 @@
return
bumpopen(M)
return
if(ismecha(AM))
var/obj/mecha/mecha = AM
if(density)
if(mecha.occupant)
if(world.time - mecha.occupant.last_bumped <= 10)
return
mecha.occupant.last_bumped = world.time
if(mecha.occupant && (src.allowed(mecha.occupant) || src.check_access_list(mecha.operation_req_access)))
open()
else
do_animate("deny")
return
return
/obj/machinery/door/Move()
@@ -366,7 +353,7 @@
C.bleed(DOOR_CRUSH_DAMAGE)
else
L.add_splatter_floor(location)
for(var/obj/mecha/M in get_turf(src))
for(var/obj/vehicle/sealed/mecha/M in get_turf(src))
M.take_damage(DOOR_CRUSH_DAMAGE)
/obj/machinery/door/proc/autoclose()
+1 -1
View File
@@ -21,7 +21,7 @@
layer = BELOW_OPEN_DOOR_LAYER
closingLayer = CLOSED_FIREDOOR_LAYER
assemblytype = /obj/structure/firelock_frame
armor = list("melee" = 30, "bullet" = 30, "laser" = 20, "energy" = 20, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 95, "acid" = 70)
armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 100, FIRE = 95, ACID = 70)
interaction_flags_machine = INTERACT_MACHINE_WIRES_IF_OPEN | INTERACT_MACHINE_ALLOW_SILICON | INTERACT_MACHINE_OPEN_SILICON | INTERACT_MACHINE_REQUIRES_SILICON | INTERACT_MACHINE_OPEN
air_tight = TRUE
attack_hand_is_action = TRUE
+1 -1
View File
@@ -6,7 +6,7 @@
explosion_block = 3
heat_proof = TRUE
max_integrity = 600
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF | LAVA_PROOF
damage_deflection = 70
var/password = "Swordfish"
+1 -1
View File
@@ -13,7 +13,7 @@
heat_proof = TRUE
safe = FALSE
max_integrity = 600
armor = list("melee" = 50, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 70)
armor = list(MELEE = 50, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
damage_deflection = 70
poddoor = TRUE
+2 -2
View File
@@ -5,7 +5,7 @@
icon = 'icons/obj/doors/shutters.dmi'
layer = SHUTTER_LAYER
closingLayer = SHUTTER_LAYER
armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 75, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 70)
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 75, BOMB = 25, BIO = 100, RAD = 100, FIRE = 100, ACID = 70)
damage_deflection = 20
max_integrity = 100
@@ -24,7 +24,7 @@
desc = "These shutters have an armoured frame; it looks like plasteel. These shutters look robust enough to survive explosions."
icon = 'icons/obj/doors/shutters_old.dmi'
icon_state = "closed"
armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 75, "bomb" = 30, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 70)
armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 75, BOMB = 30, BIO = 100, RAD = 100, FIRE = 100, ACID = 70)
max_integrity = 300
/obj/machinery/door/poddoor/shutters/old/preopen
+8 -6
View File
@@ -9,7 +9,7 @@
var/base_state = "left"
max_integrity = 150 //If you change this, consider changing ../door/window/brigdoor/ max_integrity at the bottom of this .dm file
integrity_failure = 0
armor = list("melee" = 20, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 70, "acid" = 100)
armor = list(MELEE = 20, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 100, RAD = 100, FIRE = 70, ACID = 100)
visible = FALSE
flags_1 = ON_BORDER_1|DEFAULT_RICOCHET_1
pass_flags_self = PASSGLASS
@@ -78,11 +78,13 @@
return
if (!( ismob(AM) ))
if(ismecha(AM))
var/obj/mecha/mecha = AM
if(mecha.occupant && src.allowed(mecha.occupant))
open_and_close()
else
do_animate("deny")
var/obj/vehicle/sealed/mecha/mecha = AM
for(var/O in mecha.occupants)
var/mob/living/occupant = O
if(allowed(occupant))
open_and_close()
return
do_animate("deny")
return
if (!( SSticker ))
return
+1 -1
View File
@@ -20,7 +20,7 @@
plane = ABOVE_WALL_PLANE
max_integrity = 250
integrity_failure = 0.4
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 100, FIRE = 90, ACID = 30)
use_power = IDLE_POWER_USE
idle_power_usage = 2
active_power_usage = 6
+1 -1
View File
@@ -93,7 +93,7 @@
return flash()
/obj/machinery/flasher/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
if(damage_flag == "melee" && damage_amount < 10) //any melee attack below 10 dmg does nothing
if(damage_flag == MELEE && damage_amount < 10) //any melee attack below 10 dmg does nothing
return 0
. = ..()
+1 -1
View File
@@ -40,7 +40,7 @@ Possible to do for anyone motivated enough:
idle_power_usage = 5
active_power_usage = 100
max_integrity = 300
armor = list("melee" = 50, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 0)
armor = list(MELEE = 50, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 0)
circuit = /obj/item/circuitboard/machine/holopad
/// List of living mobs that use the holopad
var/list/masters
+1 -1
View File
@@ -8,7 +8,7 @@
idle_power_usage = 2
active_power_usage = 4
max_integrity = 300
armor = list("melee" = 50, "bullet" = 30, "laser" = 70, "energy" = 50, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
armor = list(MELEE = 50, BULLET = 30, LASER = 70, ENERGY = 50, BOMB = 20, BIO = 0, RAD = 0, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
var/id = null
var/on = FALSE
+1 -1
View File
@@ -10,7 +10,7 @@
level = 1 // underfloor
layer = LOW_OBJ_LAYER
max_integrity = 500
armor = list("melee" = 70, "bullet" = 70, "laser" = 70, "energy" = 70, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
armor = list(MELEE = 70, BULLET = 70, LASER = 70, ENERGY = 70, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
var/open = FALSE // true if cover is open
var/locked = TRUE // true if controls are locked
@@ -28,7 +28,7 @@
power_channel = EQUIP //drains power from the EQUIPMENT channel
max_integrity = 160 //the turret's health
integrity_failure = 0.5
armor = list("melee" = 50, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
armor = list(MELEE = 50, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 30, BIO = 0, RAD = 0, FIRE = 90, ACID = 90)
/// Base turret icon state
base_icon_state = "standard"
/// Scan range of the turret for locating targets
@@ -478,10 +478,12 @@
for(var/A in GLOB.mechas_list)
if((get_dist(A, base) < scan_range) && can_see(base, A, scan_range))
var/obj/mecha/Mech = A
if(Mech.occupant && !in_faction(Mech.occupant)) //If there is a user and they're not in our faction
if(assess_perp(Mech.occupant) >= 4)
targets += Mech
var/obj/vehicle/sealed/mecha/mech = A
for(var/O in mech.occupants)
var/mob/living/occupant = O
if(!in_faction(occupant)) //If there is a user and they're not in our faction
if(assess_perp(occupant) >= 4)
targets += mech
if((turret_flags & TURRET_FLAG_SHOOT_ANOMALOUS) && GLOB.blobs.len && (mode == TURRET_LETHAL))
for(var/obj/structure/blob/B in view(scan_range, base))
@@ -774,7 +776,7 @@
/obj/machinery/porta_turret/syndicate/energy/pirate
max_integrity = 260
integrity_failure = 0.08
armor = list("melee" = 50, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
armor = list(MELEE = 50, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 50, BIO = 0, RAD = 0, FIRE = 90, ACID = 90)
/obj/machinery/porta_turret/syndicate/energy/raven
stun_projectile = /obj/item/projectile/beam/laser
@@ -794,7 +796,7 @@
lethal_projectile = /obj/item/projectile/bullet/p50/penetrator/shuttle
lethal_projectile_sound = 'sound/weapons/gunshot_smg.ogg'
stun_projectile_sound = 'sound/weapons/gunshot_smg.ogg'
armor = list("melee" = 50, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 80, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
armor = list(MELEE = 50, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 80, BIO = 0, RAD = 0, FIRE = 90, ACID = 90)
/obj/machinery/porta_turret/syndicate/pod/toolbox
max_integrity = 100
+1 -1
View File
@@ -55,7 +55,7 @@ GLOBAL_LIST_EMPTY(allConsoles)
var/emergency //If an emergency has been called by this device. Acts as both a cooldown and lets the responder know where it the emergency was triggered from
var/receive_ore_updates = FALSE //If ore redemption machines will send an update when it receives new ores.
max_integrity = 300
armor = list("melee" = 70, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
armor = list(MELEE = 70, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 0, BIO = 0, RAD = 0, FIRE = 90, ACID = 90)
/obj/machinery/requests_console/power_change()
..()
+1 -1
View File
@@ -28,7 +28,7 @@
if(severity >= 70)
qdel(src)
else
take_damage(severity/1.3, BRUTE, "energy", 0)
take_damage(severity/1.3, BRUTE, ENERGY, 0)
/obj/structure/emergency_shield/play_attack_sound(damage, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
@@ -22,7 +22,7 @@
density = TRUE
max_integrity = 400
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 100, ACID = 30)
layer = OBJ_LAYER
showpipe = TRUE
+1 -1
View File
@@ -12,7 +12,7 @@
name = "space heater"
desc = "Made by Space Amish using traditional space techniques, this heater/cooler is guaranteed not to set the station on fire. Warranty void if used in engines."
max_integrity = 250
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 10)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 100, FIRE = 80, ACID = 10)
circuit = /obj/item/circuitboard/machine/space_heater
var/obj/item/stock_parts/cell/cell
var/on = FALSE
+142
View File
@@ -0,0 +1,142 @@
#define STASIS_TOGGLE_COOLDOWN 50
/obj/machinery/stasis
name = "Lifeform Stasis Unit"
desc = "A not so comfortable looking bed with some nozzles at the top and bottom. It will keep someone in stasis."
icon = 'icons/obj/machines/stasis.dmi'
icon_state = "stasis"
density = FALSE
can_buckle = TRUE
buckle_lying = 90
circuit = /obj/item/circuitboard/machine/stasis
idle_power_usage = 40
active_power_usage = 340
fair_market_price = 10
payment_department = ACCOUNT_MED
var/stasis_enabled = TRUE
var/last_stasis_sound = FALSE
var/stasis_can_toggle = 0
var/mattress_state = "stasis_on"
var/obj/effect/overlay/vis/mattress_on
/obj/machinery/stasis/examine(mob/user)
..()
var/turn_on_or_off = stasis_enabled ? "turn off" : "turn on"
to_chat(user, "<span class='notice'>Alt-click to [turn_on_or_off] the machine.</span>")
/obj/machinery/stasis/proc/play_power_sound()
var/_running = stasis_running()
if(last_stasis_sound != _running)
var/sound_freq = rand(5120, 8800)
if(_running)
playsound(src, 'sound/machines/synth_yes.ogg', 50, TRUE, frequency = sound_freq)
else
playsound(src, 'sound/machines/synth_no.ogg', 50, TRUE, frequency = sound_freq)
last_stasis_sound = _running
/obj/machinery/stasis/AltClick(mob/user)
if(world.time >= stasis_can_toggle && user.canUseTopic(src))
stasis_enabled = !stasis_enabled
stasis_can_toggle = world.time + STASIS_TOGGLE_COOLDOWN
playsound(src, 'sound/machines/click.ogg', 60, TRUE)
play_power_sound()
update_icon()
/obj/machinery/stasis/Exited(atom/movable/AM, atom/newloc)
if(AM == occupant)
var/mob/living/L = AM
if(IS_IN_STASIS(L))
thaw_them(L)
. = ..()
/obj/machinery/stasis/proc/stasis_running()
return stasis_enabled && is_operational()
/obj/machinery/stasis/update_icon()
. = ..()
var/_running = stasis_running()
var/list/overlays_to_remove = managed_vis_overlays
if(mattress_state)
if(!mattress_on || !managed_vis_overlays)
mattress_on = SSvis_overlays.add_vis_overlay(src, icon, mattress_state, layer, plane, dir, alpha = 0, unique = TRUE)
if(mattress_on.alpha ? !_running : _running) //check the inverse of _running compared to truthy alpha, to see if they differ
var/new_alpha = _running ? 255 : 0
var/easing_direction = _running ? EASE_OUT : EASE_IN
animate(mattress_on, alpha = new_alpha, time = 50, easing = CUBIC_EASING|easing_direction)
overlays_to_remove = managed_vis_overlays - mattress_on
SSvis_overlays.remove_vis_overlay(src, overlays_to_remove)
if(occupant)
SSvis_overlays.add_vis_overlay(src, 'icons/obj/machines/stasis.dmi', "tubes", LYING_MOB_LAYER + 0.1, plane, dir) //using vis_overlays instead of normal overlays for mouse_opacity here
if(stat & BROKEN)
icon_state = "stasis_broken"
return
if(panel_open || stat & MAINT)
icon_state = "stasis_maintenance"
return
icon_state = "stasis"
/obj/machinery/stasis/obj_break(damage_flag)
. = ..()
play_power_sound()
update_icon()
/obj/machinery/stasis/power_change()
. = ..()
play_power_sound()
update_icon()
/obj/machinery/stasis/proc/chill_out(mob/living/target)
if(target != occupant)
return
var/freq = rand(24750, 26550)
playsound(src, 'sound/effects/spray.ogg', 5, TRUE, 2, frequency = freq)
target.apply_status_effect(/datum/status_effect/grouped/stasis, STASIS_MACHINE_EFFECT)
target.ExtinguishMob()
use_power = ACTIVE_POWER_USE
/obj/machinery/stasis/proc/thaw_them(mob/living/target)
target.remove_status_effect(/datum/status_effect/grouped/stasis, STASIS_MACHINE_EFFECT)
if(target == occupant)
use_power = IDLE_POWER_USE
/obj/machinery/stasis/post_buckle_mob(mob/living/L)
if(!can_be_occupant(L))
return
occupant = L
if(stasis_running() && check_nap_violations())
chill_out(L)
update_icon()
/obj/machinery/stasis/post_unbuckle_mob(mob/living/L)
thaw_them(L)
if(L == occupant)
occupant = null
update_icon()
/obj/machinery/stasis/process()
if( !( occupant && isliving(occupant) && check_nap_violations() ) )
use_power = IDLE_POWER_USE
return
var/mob/living/L_occupant = occupant
if(stasis_running())
if(!IS_IN_STASIS(L_occupant))
chill_out(L_occupant)
else if(IS_IN_STASIS(L_occupant))
thaw_them(L_occupant)
/obj/machinery/stasis/screwdriver_act(mob/living/user, obj/item/I)
. = default_deconstruction_screwdriver(user, "stasis_maintenance", "stasis", I)
update_icon()
/obj/machinery/stasis/crowbar_act(mob/living/user, obj/item/I)
return default_deconstruction_crowbar(I)
/obj/machinery/stasis/nap_violation(mob/violator)
unbuckle_mob(violator, TRUE)
#undef STASIS_TOGGLE_COOLDOWN
@@ -14,7 +14,7 @@
use_power = IDLE_POWER_USE
idle_power_usage = 10
active_power_usage = 100
armor = list("melee" = 25, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70)
armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 70)
var/obj/item/stored
/obj/machinery/blackbox_recorder/Initialize()